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Old 2013-02-15, 08:04   #41
Gracler

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Default Re: [Static] Tobruk bunker (WIP)

Edit. Cleanup!
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Last edited by Gracler; 2013-09-17 at 17:14..
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Old 2013-02-27, 14:29   #42
Gracler

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Default Re: [Static] Tobruk bunker (WIP)

50 degree is enough so I realized I didn't need the "steep" version.
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Old 2013-09-17, 17:30   #43
Gracler

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Default Re: [Static] Tobruk bunker (WIP)

edit: cleanup
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Last edited by Gracler; 2013-11-21 at 08:11..
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Old 2013-09-17, 17:32   #44
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Default Re: [Static] Tobruk bunker (WIP)

It has been a while but here is some screenshots of how the bunker looks today.

Some soil have been added to the bunker to help "cover" the surrounding terrain.

There is also added some dirt on the floor and roof.







I've customized the light-map uv (channel 5) using 256 pixel
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Last edited by Gracler; 2013-11-21 at 08:20..
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Old 2014-02-19, 12:47   #45
Gracler

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Default Re: [Military]Tobruk bunker [Done]

The bunker is finished
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Old 2014-02-19, 12:58   #46
Rhino
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Default Re: [Military]Tobruk bunker [WIP]

got screens of the lods and cols? Also nice to see you've done a custom LM UV. Looks good on the whole although if I'm being picky your packing could be a little better but still much better than automatic UV LMs
Also try it with a 128x128 LM for LOD0, see what its like as 256x256 looks a bit high for an object of this size. My Arched Roofed Afghan Buildings I'm working on which are ~ 12m x 4m x 4m are only using a 256x128 LM for their LOD0 (~10px per meter) and this looks to be overall much smaller than that. Yes a smaller LM size will mean the shadows are not as sharp but its a matter of having them in line with the rest of the statics ingame. A mapper can always choose to double the LM sizes later if he's only using a few statics and thinks its needed.

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Last edited by [R-DEV]Rhino; 2014-02-19 at 13:06..
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Old 2014-02-21, 01:36   #47
Gracler

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Default Re: [Military]Tobruk bunker [WIP]

I will make some screens for you

I suppose I should have lowered the sample to 128.
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Last edited by Gracler; 2014-02-21 at 01:45..
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Old 2014-02-21, 05:03   #48
Gracler

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Default Re: [Military]Tobruk bunker [WIP]



Lod 3 perhaps should have been dirt material instead of concrete.
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Last edited by Gracler; 2014-02-21 at 05:15..
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Old 2014-02-21, 06:11   #49
Rhino
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Default Re: [Military]Tobruk bunker [WIP]

Looks good, although your final lod, lod3 rendering at 250m? That seems pretty small to me? Normally my final lods show up at 500m+ or something? Take it you've gone though my tutorial to check when the distances for when changes are obvious etc? If so then should be fine. Could perhaps save a few tris by welding that dirt bit up to the same height as the top of the bunker too, silhouette difference should be hardly noticeable from a distance and should prevent zfighting with the terrain a little, although on the near side may open up a gap between the terrain and the static. As for the material, really see what's best? Are you using both detail and colour textures or just colour? If both and you have both colours on the same colour sheet then just make the dirt brown with the concrete detail and it should work out fine

Also it looks like you've blocked off the actual shooting hole part of the bunker from AI in the col3? Seems a little odd to show them the main door but then not to show them that too?

Other than that looks good

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Old 2014-02-21, 06:43   #50
Gracler

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Default Re: [Military]Tobruk bunker [WIP]

I did go through the steps and look at the change at 250 meters in the editor, and it looked alright. Originally the dirt did go all the way to the top of the bunker but it made the static look like a trash dump because it reaches so far above the trenches it is placed in.
Seems like a good idea to use the dirt base color and concrete detail color

The interior of the bunker is very tricky to navigate so I thought it would be safest to close the upper part off for the ai so it wouldn't get stuck.

Thanks for the feedback Rhino.
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